mods

Misc.

Contents

The default combat shotgun utilizes an 8 round box magazine, but can be upgraded with a 12 round extended magazine or a 32 round drum magazine. The weapon is semi-automatic, and being magazine fed it does well in clearing out rooms and ripping apart enemies at close range. As indicated by the metal stamping on the weapon's bolt, the combat shotgun is chambered for 12 gauge shotgun shells. Each shell holds 7 (shot) pellets by default.

The combat shotgun can, however, be upgraded to be a fully automatic weapon at the expense of reduced damage output on a per-shot basis. But the rapid automatic receiver fires as slow as (manually) rapid firing the semi-automatic version.

The weapon features rather heavy recoil; even when fully optimized with modifications for recoil control it still remains considerable, which can limit the weapon's ability to accurately make rapid follow up shots anywhere outside of point blank range.

The combat shotgun and combat rifle share nearly identical models, with only a few differences. This may make it confusing when clearing out a room of raiders or gunners with combat rifles and shotguns.

When equipped with a drum magazine, full stock, front sight ring, long barrel, and compensator, this weapon closely resembles the Combat shotgun seen in Fallout 3. The only major difference is the placement of the magazine, which in Fallout 3 was placed in front of the ejection port.

The damage of the explosive legendary variant of the combat shotgun is labeled wrong, while V.A.T.S. adds 15 damage to the total damage, the added damage is actually increased per pellet. (7 pellets*15=105 Base, 120 W/ advanced receiver. Leveling up the Demolition Expert perk increases the explosive damage independently from direct hit damage.) [verified]

As with other high volume-of-fire weapons, the weapon becomes ludicrously dangerous when paired with the "explosive" legendary effect. common enemies can't withstand this amount of firepower even at ranges where other shotguns would be useless, but users can inflict serious damage upon themselves by firing at point-blank targets.

The automatic receiver fires just one round in V.A.T.S., with no increase in damage compared to the single shot receiver, while also adding 25% increased action points cost.